mirror of
https://github.com/libretro/RetroArch.git
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b4a743fff4
split up d3d_common into separate files
445 lines
12 KiB
C
445 lines
12 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <string.h>
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#include <retro_inline.h>
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#include <retro_math.h>
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#include <d3d9.h>
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#include "../drivers/d3d.h"
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#include "../../defines/d3d_defines.h"
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#include "../common/d3d_common.h"
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#include "../common/d3d9_common.h"
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#include "../video_driver.h"
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#include "../../configuration.h"
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#include "../../verbosity.h"
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typedef struct hlsl_d3d9_renderchain
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{
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unsigned pixel_size;
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unsigned last_width;
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unsigned last_height;
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unsigned tex_w;
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unsigned tex_h;
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uint64_t frame_count;
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void *dev;
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertex_buf;
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LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
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} hlsl_d3d9_renderchain_t;
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static void hlsl_d3d9_renderchain_clear(void *data)
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{
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)data;
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d3d9_texture_free(chain->tex);
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d3d9_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl);
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}
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static bool hlsl_d3d9_renderchain_init_shader_fvf(void *data, void *pass_data)
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{
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static const D3DVERTEXELEMENT9 VertexElements[] =
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{
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{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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d3d_video_t *d3d = (d3d_video_t*)data;
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d3d_video_t *pass = (d3d_video_t*)data;
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
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d3d->renderchain_data;
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(void)pass_data;
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return d3d9_vertex_declaration_new(d3d->dev,
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VertexElements, (void**)&chain->vertex_decl);
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}
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static bool hlsl_d3d9_renderchain_create_first_pass(void *data,
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const video_info_t *info)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
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d3d->renderchain_data;
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chain->vertex_buf = d3d9_vertex_buffer_new(
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d3d->dev, 4 * sizeof(Vertex),
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D3DUSAGE_WRITEONLY,
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#ifdef _XBOX
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0,
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#else
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D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
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#endif
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D3DPOOL_MANAGED,
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NULL);
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if (!chain->vertex_buf)
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return false;
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chain->tex = d3d9_texture_new(d3d->dev, NULL,
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chain->tex_w, chain->tex_h, 1, 0,
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info->rgb32 ?
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d3d9_get_xrgb8888_format() : d3d9_get_rgb565_format(),
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0, 0, 0, 0, NULL, NULL, false);
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if (!chain->tex)
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return false;
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d3d9_set_sampler_address_u(d3d->dev, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(d3d->dev, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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d3d9_set_render_state(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE);
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d3d9_set_render_state(d3d->dev, D3DRS_ZENABLE, FALSE);
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if (!hlsl_d3d9_renderchain_init_shader_fvf(chain, chain))
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return false;
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return true;
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}
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static void hlsl_d3d9_renderchain_set_vertices(
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void *data, unsigned pass,
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unsigned vert_width, unsigned vert_height, uint64_t frame_count)
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{
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video_shader_ctx_params_t params;
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video_shader_ctx_info_t shader_info;
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unsigned width, height;
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d3d_video_t *d3d = (d3d_video_t*)data;
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hlsl_d3d9_renderchain_t *chain = d3d ?
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(hlsl_d3d9_renderchain_t*)d3d->renderchain_data : NULL;
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video_driver_get_size(&width, &height);
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if (!chain)
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return;
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if (chain->last_width != vert_width || chain->last_height != vert_height)
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{
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unsigned i;
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Vertex vert[4];
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float tex_w = 0.0f;
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float tex_h = 0.0f;
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void *verts = NULL;
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chain->last_width = vert_width;
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chain->last_height = vert_height;
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tex_w = vert_width / ((float)chain->tex_w);
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tex_h = vert_height / ((float)chain->tex_h);
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vert[0].x = -1.0f;
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vert[0].y = -1.0f;
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vert[0].u = 0.0f;
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vert[0].v = tex_h;
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vert[1].x = 1.0f;
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vert[1].y = -1.0f;
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vert[1].u = tex_w;
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vert[1].v = tex_h;
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vert[2].x = -1.0f;
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vert[2].y = 1.0f;
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vert[2].u = 0.0f;
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vert[2].v = 0.0f;
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vert[3].x = 1.0f;
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vert[3].y = 1.0f;
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vert[3].u = tex_w;
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vert[3].v = 0.0f;
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/* Align texels and vertices. */
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for (i = 0; i < 4; i++)
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{
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vert[i].x -= 0.5f / ((float)chain->tex_w);
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vert[i].y += 0.5f / ((float)chain->tex_h);
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}
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verts = d3d9_vertex_buffer_lock(chain->vertex_buf);
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memcpy(verts, vert, sizeof(vert));
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d3d9_vertex_buffer_unlock(chain->vertex_buf);
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}
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shader_info.data = d3d;
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shader_info.idx = pass;
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shader_info.set_active = true;
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video_shader_driver_use(&shader_info);
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params.data = d3d;
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params.width = vert_width;
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params.height = vert_height;
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params.tex_width = chain->tex_w;
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params.tex_height = chain->tex_h;
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params.out_width = width;
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params.out_height = height;
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params.frame_counter = (unsigned int)frame_count;
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params.info = NULL;
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params.prev_info = NULL;
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params.feedback_info = NULL;
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params.fbo_info = NULL;
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params.fbo_info_cnt = 0;
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video_shader_driver_set_parameters(¶ms);
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}
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static void hlsl_d3d9_renderchain_blit_to_texture(
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void *data, const void *frame,
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unsigned width, unsigned height, unsigned pitch)
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{
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D3DLOCKED_RECT d3dlr;
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)data;
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if (chain->last_width != width || chain->last_height != height)
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{
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d3d9_lock_rectangle(chain->tex,
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0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
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d3d9_lock_rectangle_clear(chain->tex,
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0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
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}
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/* Set the texture to NULL so D3D doesn't complain about it being in use... */
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d3d9_set_texture(chain->dev, 0, NULL);
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if (d3d9_lock_rectangle(chain->tex, 0, &d3dlr, NULL, 0, 0))
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{
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d3d9_texture_blit(chain->pixel_size, chain->tex,
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&d3dlr, frame, width, height, pitch);
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d3d9_unlock_rectangle(chain->tex);
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}
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}
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static void hlsl_d3d9_renderchain_deinit(void *data)
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{
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hlsl_d3d9_renderchain_t *renderchain = (hlsl_d3d9_renderchain_t*)data;
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if (renderchain)
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free(renderchain);
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}
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static void hlsl_d3d9_renderchain_deinit_shader(void *data)
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{
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(void)data;
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/* stub */
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}
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static void hlsl_d3d9_renderchain_free(void *data)
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{
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d3d_video_t *chain = (d3d_video_t*)data;
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if (!chain)
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return;
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hlsl_d3d9_renderchain_deinit_shader(chain);
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hlsl_d3d9_renderchain_deinit(chain->renderchain_data);
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hlsl_d3d9_renderchain_clear(chain->renderchain_data);
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}
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void *hlsl_d3d9_renderchain_new(void)
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{
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hlsl_d3d9_renderchain_t *renderchain =
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(hlsl_d3d9_renderchain_t*)calloc(1, sizeof(*renderchain));
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if (!renderchain)
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return NULL;
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return renderchain;
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}
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static bool hlsl_d3d9_renderchain_init_shader(void *data,
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void *renderchain_data)
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{
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video_shader_ctx_init_t init;
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bool ret = false;
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d3d_video_t *d3d = (d3d_video_t*)data;
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settings_t *settings = config_get_ptr();
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(void)renderchain_data;
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if (!d3d)
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return false;
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init.shader_type = RARCH_SHADER_HLSL;
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init.data = data;
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init.path = retroarch_get_shader_preset();
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init.shader = &hlsl_backend;
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RARCH_LOG("D3D]: Using HLSL shader backend.\n");
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ret = video_shader_driver_init(&init);
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return ret;
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}
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static bool hlsl_d3d9_renderchain_init(void *data,
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const void *_video_info,
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void *dev_data,
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const void *final_viewport_data,
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const void *info_data,
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bool rgb32
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)
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{
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unsigned width, height;
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d3d_video_t *d3d = (d3d_video_t*)data;
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const video_info_t *video_info = (const video_info_t*)_video_info;
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const struct LinkInfo *link_info = (const struct LinkInfo*)info_data;
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
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d3d->renderchain_data;
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unsigned fmt = (rgb32)
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? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
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struct video_viewport *custom_vp = video_viewport_get_custom();
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(void)final_viewport_data;
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if (!hlsl_d3d9_renderchain_init_shader(d3d, NULL))
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return false;
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video_driver_get_size(&width, &height);
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chain->dev = (LPDIRECT3DDEVICE9)dev_data;
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chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
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chain->tex_w = link_info->tex_w;
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chain->tex_h = link_info->tex_h;
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if (!hlsl_d3d9_renderchain_create_first_pass(d3d, video_info))
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return false;
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/* FIXME */
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if (custom_vp->width == 0)
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custom_vp->width = width;
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if (custom_vp->height == 0)
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custom_vp->height = height;
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return true;
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}
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static void hlsl_d3d9_renderchain_set_final_viewport(void *data,
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void *renderchain_data, const void *viewport_data)
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{
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(void)data;
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(void)renderchain_data;
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(void)viewport_data;
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/* stub */
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}
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static bool hlsl_d3d9_renderchain_render(void *data, const void *frame,
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unsigned frame_width, unsigned frame_height,
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unsigned pitch, unsigned rotation)
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{
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unsigned i;
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unsigned width, height;
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d3d_video_t *d3d = (d3d_video_t*)data;
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settings_t *settings = config_get_ptr();
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)d3d->renderchain_data;
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bool video_smooth = settings->bools.video_smooth;
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chain->frame_count++;
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video_driver_get_size(&width, &height);
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hlsl_d3d9_renderchain_blit_to_texture(chain,
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frame, frame_width, frame_height, pitch);
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hlsl_d3d9_renderchain_set_vertices(d3d,
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1, frame_width, frame_height, chain->frame_count);
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d3d9_set_texture(chain->dev, 0, chain->tex);
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d3d9_set_viewports(chain->dev, &d3d->final_viewport);
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d3d9_set_sampler_minfilter(chain->dev, 0,
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video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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d3d9_set_sampler_magfilter(chain->dev, 0,
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video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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d3d9_set_vertex_declaration(chain->dev, chain->vertex_decl);
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for (i = 0; i < 4; i++)
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d3d9_set_stream_source(chain->dev, i, chain->vertex_buf, 0, sizeof(Vertex));
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d3d9_draw_primitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2);
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return true;
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}
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static bool hlsl_d3d9_renderchain_add_pass(
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void *data, const void *info_data)
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{
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(void)data;
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(void)info_data;
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/* stub */
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return true;
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}
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static void hlsl_d3d9_renderchain_add_state_tracker(
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void *data, void *tracker_data)
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{
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(void)data;
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(void)tracker_data;
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/* stub */
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}
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static void hlsl_d3d9_renderchain_convert_geometry(
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void *data, const void *info_data,
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unsigned *out_width, unsigned *out_height,
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unsigned width, unsigned height,
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void *final_viewport_data)
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{
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(void)data;
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(void)info_data;
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(void)out_width;
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(void)out_height;
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(void)width;
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(void)height;
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(void)final_viewport_data;
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/* stub */
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}
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static void hlsl_d3d9_renderchain_viewport_info(
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void *data, struct video_viewport *vp)
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{
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unsigned width, height;
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d3d_video_t *d3d = (d3d_video_t*)data;
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if (!d3d || !vp)
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return;
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video_driver_get_size(&width, &height);
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vp->x = d3d->final_viewport.x;
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vp->y = d3d->final_viewport.y;
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vp->width = d3d->final_viewport.width;
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vp->height = d3d->final_viewport.height;
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vp->full_width = width;
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vp->full_height = height;
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}
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d3d_renderchain_driver_t hlsl_d3d9_renderchain = {
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hlsl_d3d9_renderchain_free,
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hlsl_d3d9_renderchain_new,
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hlsl_d3d9_renderchain_init,
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hlsl_d3d9_renderchain_set_final_viewport,
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hlsl_d3d9_renderchain_add_pass,
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NULL,
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hlsl_d3d9_renderchain_add_state_tracker,
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hlsl_d3d9_renderchain_render,
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hlsl_d3d9_renderchain_convert_geometry,
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NULL,
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NULL,
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hlsl_d3d9_renderchain_viewport_info,
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"hlsl_d3d9",
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};
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